void _add_plane(const Vector2 &p_normal, real_t p_d) { Physics2DServer *ps = Physics2DServer::get_singleton(); Array arr; arr.push_back(p_normal); arr.push_back(p_d); RID plane = ps->shape_create(Physics2DServer::SHAPE_LINE); ps->shape_set_data(plane, arr); RID plane_body = ps->body_create(Physics2DServer::BODY_MODE_STATIC); ps->body_set_space(plane_body, space); ps->body_add_shape(plane_body, plane); }
void _add_concave(const Vector<Vector2> &p_points, const Matrix32 &p_xform = Matrix32()) { Physics2DServer *ps = Physics2DServer::get_singleton(); VisualServer *vs = VisualServer::get_singleton(); RID concave = ps->shape_create(Physics2DServer::SHAPE_CONCAVE_POLYGON); ps->shape_set_data(concave, p_points); RID body = ps->body_create(Physics2DServer::BODY_MODE_STATIC); ps->body_set_space(body, space); ps->body_add_shape(body, concave); ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); RID sprite = vs->canvas_item_create(); vs->canvas_item_set_parent(sprite, canvas); vs->canvas_item_set_transform(sprite, p_xform); for (int i = 0; i < p_points.size(); i += 2) { vs->canvas_item_add_line(sprite, p_points[i], p_points[i + 1], Color(0, 0, 0), 2); } }
RID _add_body(Physics2DServer::ShapeType p_shape, const Matrix32& p_xform) { VisualServer *vs = VisualServer::get_singleton(); Physics2DServer *ps = Physics2DServer::get_singleton(); RID body = ps->body_create(); ps->body_add_shape(body,body_shape_data[p_shape].shape); ps->body_set_space(body,space); ps->body_set_continuous_collision_detection_mode(body,Physics2DServer::CCD_MODE_CAST_SHAPE); ps->body_set_state(body,Physics2DServer::BODY_STATE_TRANSFORM,p_xform); // print_line("add body with xform: "+p_xform); RID sprite = vs->canvas_item_create(); vs->canvas_item_set_parent(sprite,canvas); vs->canvas_item_set_transform(sprite,p_xform); Size2 imgsize( vs->texture_get_width(body_shape_data[p_shape].image),vs->texture_get_height(body_shape_data[p_shape].image) ); vs->canvas_item_add_texture_rect(sprite,Rect2(-imgsize/2.0,imgsize),body_shape_data[p_shape].image); ps->body_set_force_integration_callback(body,this,"_body_moved",sprite); // RID q = ps->query_create(this,"_body_moved",sprite); // ps->query_body_state(q,body); return body; }